Riftlash Appraisal Conduit 241115384

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Lore: In the rift-torn heart of Yirra’s Dreamtide where steam-forges bled blue Vo-Run fire and inquisitorial iron screamed with bound minds, the Riftlash Appraisal Conduit (Unique Variant 241115384) was birthed from a Lineage 73 inquisitor-shaper’s heresy. Fusing the Phenomenon 677 Fanglash Vapor Conduit’s primal venom-steam lash with the Manacle of the Captive Appraiser 771’s psychic prison-gem, this tier 4 abomination channels interrogative fury through a fang-gauntlet manacle. Legends whisper of Khara-Vo-Thul, heir to both steamcraft and domination, binding a rift-mage lord amid void-tears: the gem appraised the soul’s secrets while venom-chains lashed ethereal silence, sealing the breach with steam-screams. This single relic embodies the moral that knowledge extracted through primal domination guards balance, but devours the wielder’s mercy, turning guardian’s lash into inquisitor’s cage across Saṃsāra’s high-magic wilds.

Description: The Riftlash Appraisal Conduit (Unique Variant 241115384) is a heavy yet agile brass-and-iron gauntlet-manacle, curving to encircle trunk, arm, or forearm in a single seamless band. Lightweight alloy frame gleams with river-droplet rivets and supple green-dyed leather etched in jungle flora motifs, now inlaid with dull black iron fungal grooves pulsing crimson. A razor-sharp fang-blade protrudes from the primary nozzle where the luminescent appraisal gem dominates, flickering pale-blue analytical light clashing with venom-green steam bursts. Adjustable crystal-tipped vents line its length, Vo-Run circuits glowing blue near water or red under psychic strain, humming with feral scholarly whispers, wild earth scents, oiled brass, faint venom-mist, and dusty scrolls. Worn as one indivisible object, it fits securely in one slot, sturdy for combat yet precise for interrogation in rift-jungles or courts.

Stats: Tier: 4 (Item) Rarity: Legendary Attunement: Required (1 minute ritual: psychic venom infusion, aligning fang-soul-prison) Slots Occupied: 1 Weight: 5.5 lbs Durability: Indestructible by non-tier 5+ means (100 Item HP for magic disable) Mana Boost Generation: Produces 3 Mana Boost points per long rest when attuned Activation Time: Passives always active; Actives 1 action unless noted Duration: Passives indefinite; Actives 1 minute (extendable with mana) or as noted Cost: 120 Platinum (suggested; varies in black-market rift caravans or Argent Hand auctions) Requirements: Tier 4+ character; Expert in Perception, Intimidation, or Arcana; non-good alignment

Tags: Trunk Bracer 87, Steamveil Relic, Hydromantic Conduit, Vo-Run Circuits, Blue-Glow Nozzles, River Droplet Rivets, Lineage 73 Heirloom, Dreamtide Forgecraft, Water Whip Caster, Vapor Sense Enhancer, Crystal Harmony Ward, Jungle Harmony Straps, Isekai Canal Echoes, Steam-Powered Precision, Guardian’s Lash, Aboriginal Trade Protector, Mana Crystal Tips, Environmental Sentinel, Combat-Ready Vapor, Yirra’s Fluid Balance, Fang of the Wild, Fungi, Abuse, Forbidden, Psychic, Control, Curse, Scholar, Magical Appraiser, Lorekeeper, Minion Magic, Singular, Merged, Intimidation, Coercion, Silence, Tool, Domination, Interrogation Tool, Bound Minion, Sentient Item, Corrupted, Hybrid Magic, Truth Extraction, Psychic Weapon, Rift Fang Conduit, Venom Steam Lash, Droplet Fang Sentinel, Brass Beast Whip, Fangvein Bracer, Jungle Vapor Gauntlet, Appraisal Vapor Prison, Soul-Fang Interrogator, Steam-Psychic Dominator, Venomous Knowledge Lash, Rift-Tear Inquisitor, Primal Appraisal Fury, Dreamtide Soul-Lash, Rift-Soul Interrogator, Venomous Appraisal Fury, Steam-Prison Lash, Dreamtide Inquisitor Relic, Primal Psychic Conduit, Fang-Gem Dominator, Vapor-Chain Sentinel, Hybrid Rift Guardian, Soul-Steam Enforcer, Fused Domination Artifact

Multiple Passives Magic:

  • Vapor Appraisal Sense: +4 to Perception (humidity/chemicals/secrets) and Initiative; +4 History/Arcana (Appraisal); gem whispers item/soul values via steam-trails up to 150 feet.
  • Crystal Harmony Domination: Resistance to poison/disease/psychic/charm; +3 AC vs. grapples/restraints/mental; +4 Intimidation with dread-aura (30-foot radius calms allies, cows foes).
  • Wild Precision Prison: +3 Dexterity for manipulations; advantage attacks vs. beasts/plants/sentients/mages; environmental moisture enhances grip/secrecy (+3 Survival/Stealth in humid areas); curse mitigated to -1 Dex saves (psychic chain-tug).
  • Fangweave Captive Bond: Circuits, fang, minion synchronize: No rust/corruption; advantage vs. all threats; passive soul-appraisal reveals full stats/weaknesses in viewed targets (Mind’s Eye tier 4 depth).

Multiple Active Magics:

  • Riftlash Appraisal Whip (1/round, 1 Mana): 30-foot ranged fang-steam chain (3d8+3d10 poison bludgeoning/psychic, entangle/restrain/silence on crit, DC 18 Wis/Int save); appraises hit target mid-lash, revealing two secrets/properties.
  • Venom Veil Interrogation (1/short rest, 3 Mana): 20-foot radius steam-cloud (disadvantage enemy attacks/Perception/saves, 1 minute); wearer sees through via fang-glow; restrained targets auto-fail two Int saves for truthful answers.
  • Unfaltering Soul Lash (Reaction, 2/short rest): Auto-succeed mobility/mental hindrance; counter with 4d12 poison/psychic (push 20 feet, reveal full weakness).
  • Reverberant Captive Command (1/long rest): Rally 12 allies (60 feet, advantage next two attacks/saves or 5d12 heal); projects venom-mist emblem compelling two foes to answer (DC 20 Wis save or restrained/silenced 1 minute, 3d10 psychic).

Specific Slot: Worn Item (trunk, arm, or forearm; occupies 1 avatar slot)

Item Hit Points to Disable Magic: The Riftlash Appraisal Conduit (Unique Variant 241115384), as a tier 4 indestructible item by non-tier 5+ means, possesses 100 item hit points specifically allocated to its fused magical essence (fang-venom circuits, psychic gem-prison, and Vo-Run steam bindings). These hit points represent the intertwined hydromantic-primal-psychic core that sustains all passives and actives. Targeting the item’s magic requires an attacker to declare a precise strike against its “resonant nexus” (the appraisal gem where fang-nozzle meets fungal grooves), bypassing the avatar’s AC entirely if using a spell or effect designed to disrupt artifacts (such as tier 4+ antimagic surge, Dispel Magic equivalent, or mana-infused sunder). Damage must come from pure magical sources (energy-based attacks, silver fire, psychic backlash, or rift-venom) to affect these hit points—mundane physical damage glances off harmlessly due to its indestructible nature. Upon taking damage to these hit points, the conduit’s glow and hum dim proportionally: at 75% remaining (75 HP), passives weaken by 25% (e.g., bonuses reduce to +3, ranges to 112 feet); at 50% (50 HP), actives require double mana and have 50% failure chance; at 25% (25 HP), passives drop to +1 and actives become unusable until repaired; at 0 HP, all magic ceases—the gem cracks dark, nozzles clog inert, circuits fade, and it functions as a mundane decorative gauntlet-manacle, retaining only its physical form and tags for future repair while the bound minion screams silently in dormancy. In safe areas (AC tripled), somewhat safe (doubled), normal, unsafe (halved), or deathly (auto-hit), these modifiers apply to any attack rolls needed to target the nexus if the bearer resists. Repairing the item’s magic demands a tiered ritual attunement in a rift-leyline nexus or Dreamtide forge (30 minutes minimum for tier 4), using 5 Phenomenon 677 essences (or rift-venom), 3 Manacle fungal spores, and a successful Arcana/Mechanics check (DC 25 + damage taken percentage). Success restores full 100 HP instantly and recharges all dailies; failure risks psychic overwhelm (2d6 HP loss to bearer + minion backlash). Alternatively, a tier 5+ master inquisitor-shaper can reforge it via the original crafting ritual scaled up (triple materials, add Void Essence vial), taking 2 hours and costing 15 Platinum in reagents, fully resetting the item without check but triggering a rift-echo that alerts nearby void entities due to the ritual’s venom-steam-mana surge. Between sessions, natural regeneration occurs at 2d6 item HP per in-world day via ambient rift absorption, accelerated to 4d6 if left attuned during long rests in balanced rift-jungle areas.

Shops where and how this item might be bought and sold:

Dreamtide Riftforge Sanctum (Lineage 73 Vault)

  • Location & Style: Sealed brass vault beneath a floating Dreamtide platform, accessed via Vo-Kara oath-chambers; steam vents hiss Lineage hymns, rift-claw trophies line walls.
  • How Sold: Private heirloom transfer to proven Lineage heirs or rift-sealers; demonstration lashes void-echoes in warded arena, attunement sealed with blood-steam pact.
  • Cost: 110–140 Platinum (heir discount 100 Platinum; outsiders pay favor-equivalent, e.g., seal a tier 4 rift).

Argent Hand Black Auction (Inquisitorial Relic Exchange)

  • Location & Style: Soundproofed vault beneath a fortress-monastery or sky-citadel; robed acolytes present items on venom-mist cushions under silence wards.
  • How Sold: Invitation-only silent auction; psychic bids via gem-tokens; item appraised live on a restrained rift-mage, chains lashing secrets mid-bid.
  • Cost: Starts 120 Platinum; sells 150–200 Platinum or major favor (e.g., deliver a tier 4 soul, silence a rival inquisitor).

Whisper Market Void-Conclave (Spymaster Rift Bazaar)

  • Location & Style: 1-hour pop-up in leyline-crossing sewer nexuses or zeppelin underdecks; merchants wear appraisal masks, steam-veils obscure faces.
  • How Sold: Secret-for-secret barter; seller demonstrates soul-appraisal on a volunteer, buyer trades equivalent lore (e.g., royal rift-map, void-cult roster).
  • Cost: Equivalent exchange valued at 130 Platinum; gold secondary (100 Platinum base + secret premium).

Slaver’s Rift Stockade (High-Value Captive Emporium)

  • Location & Style: Ironclad steam-barge docked in lawless river deltas; chained rift-mages in holds, fungal-warded display cases.
  • How Sold: Cash/shin-platinum to verified slavers; lash-test on a silenced captive, no questions on provenance.
  • Cost: 115 Platinum firm (bulk orders of 3+ drop to 100 Platinum; includes spore-refill kit).

Underground Gearweaver Cult (Thara’s Heretical Echo)

  • Location & Style: Hidden cave-forges beneath Aboriginal jungles; bioluminescent vines light brass looms, minion whispers echo.
  • How Sold: Quest-trade; buyer seals a tier 3 rift or delivers a bound appraiser-soul, item reforged live with buyer’s blood.
  • Cost: 140 Platinum or tier 4 quest (e.g., capture a rift-lord); sell 90–110 Platinum (cult keeps 20% for “re-binding”).

Sky-Rift Black Caravans (Nomad Void Traders)

  • Location & Style: Shadow-zeppelins drifting uncharted islets; guarded by fanglash-equipped nomads, cargo holds warded with venom-mist.
  • How Sold: Quick cash deals mid-flight; demonstration on sky-beasts, anonymous oath-seals.
  • Cost: 120–150 Platinum (war-time surge to 180 Platinum); sell 80–100 Platinum (seizure risk high).

Roleplay in different environments:

Perfumed Abyss Rift-Chambers (Unsafe Area: AC Halved, Scent-Heavy Labyrinth with Void Tears) In the choking floral mists laced with rift-void howls and twisting corridors where chaotic winds carry deceptive fragrances from tier 4+ horrors, the Riftlash Appraisal Conduit (Unique Variant 241115384) becomes a lifeline of interrogative dominance woven into desperate survival roleplay. Your tier 4 gestalt avatar—a fusion of Lineage 73 shapers and inquisitorial souls in a Nga-Tara trunk-form—clenches the gauntlet-manacle on your forearm, its gem pulsing blue-red warnings as Vo-Run circuits detect psychic venom-traces from a lurking rift-mage. “The void whispers lies like perfume,” you growl in character, inhaling the wild earth-venom hum to steady your multi-soul chorus across linked avatars (no distance limit at tier 4). Defensively, Vapor Appraisal Sense maps ambushes 150 feet out via steam-trails, vibrating as it pinpoints a hidden tear’s soul-aura; you lash Unfaltering Soul Lash (reaction) to auto-break ethereal grapples, countering with 4d12 poison/psychic that pushes the horror 20 feet into the void, the minion’s scream revealing its fire weakness: “The captive appraiser devours your secrets—burn in balanced fury!” Crystal Harmony Domination grants +3 AC vs restraints/mental, its 30-foot dread-aura cowing lesser rift-spawn (foes -4 attacks from fear). A pack of venom-hounds surges—your +4 Perception/Intimidation surges, Fangweave Bond granting advantage to reveal flank secrets via soul-appraisal, shouting, “Their pack-master’s soul fractures—strike the weak link!” Venom Veil Interrogation bursts a 20-foot steam-cloud (disadvantage enemy saves/attacks), you piercing it to appraise a hound alpha’s loyalties mid-fog. In deathly sub-rifts (AC zeroed), this buys mana-boost seconds (3 points save from death), Wild Precision Prison’s +3 Dex letting souls shift dominance to the steadiest avatar, roleplaying inner torment: “The minion’s rage chains us, but steam breaks free—we lash as one!” Offensively, Riftlash Appraisal Whip uncoils 30 feet (3d8+3d10 poison/psychic, restrain/silence crits), gem appraising mid-strike to expose two secrets (e.g., lair cache, summon weakness): “Your essence yields—truth in venom!” Chain Reverberant Captive Command to rally allies (advantage two actions/5d12 heal) while compelling two hounds to betray (DC 20 Wis or silenced). The halved AC amplifies peril—horrors auto-glance, but your tier 4 soul-weave (25% average dominance) dodges via predicted flows, souls clashing: “Mercy pleads, domination prevails—the conduit hungers!”

Walled Rift-City Streets (Somewhat Safe: AC Doubled, Zeppelin Shadows & Steam-Cart Intrigue) Amid zeppelin rumbles and fungal-warded guildhalls in a bustling island metropolis where rift-spies feud under inquisitorial eyes, the conduit shifts to subtle psychic tyranny roleplay, its gem dimmed under a cloak to evade Lineage patrols. Your tier 4 merchant-inquisitor gestalt dangles the manacle-gauntlet, circuits swirling petal-crimson amid market incense, hissing, “The city’s breath hides rift-daggers in silk.” Defensively, passive Fangweave Bond appraises a cloaked assassin’s soul-secrets 150 feet via vapor-trails, +4 Perception spotting the ambush; Unfaltering Soul Lash reacts to alchemical darts, auto-foiling and countering 4d12 to push the foe into a steam-cart: “Phantom chains bind your flight—yield your master’s name!” Doubled AC tanks hits, Crystal Harmony +3 vs mental poisons the aura calming bystander mobs (stress reduction), roleplayed as, “I exhale domination—their greed recoils like mist.” Vapor Appraisal whispers the killer’s rift-pact, +4 Intimidation mirroring doubt: “Your void-lord abandons you—kneel!” Offensively, in a guild skirmish, Riftlash Whip scents fear-sweat for 3d8+3d10 strikes (restrain/silence), gem extracting two secrets mid-lash (e.g., safehouse, betrayal plot): “Your soul-appraisal bleeds truth—my venom drinks it!” Venom Veil shrouds an alley for pincer (disadvantage foes), appraising restrained spies auto-fail saves for answers; Reverberant Command compels two guards to turn. Chant ritually for 25% amp: “In this throng’s rift-flow, your end coils!” Roleplay layers—bribe a witness with appraised lore, feign merchant while positioning, souls debating: “The appraiser hungers for mercy, the fang for blood—balance claims the shadows.”

Designated Safe Rift-Inn (AC Tripled, Guarded Steam-Havens) In a warded common room—crystal vents humming, avatars nursing mana-ales amid fungal-hearths—the conduit fuels tense parley roleplay, its whispers muffled as you attune over a long rest (3 mana produced). Your gestalt lounges, gauntlet warm: “Even wards scent rift-deceit.” Defensively, passives dominate intrigue; Harmony Domination +4 wards subtle soul-probes (ozone on tainted brew), aura de-escalating brawls. Tripled AC trivializes scraps, but Appraisal Sense catches a spy’s void-perfume, intuition extracting loyalties. Offensively, rare—use Riftlash for “demonstration” on a foe (restrain/silence), gem compelling secrets: “Your discord screams to me—betray or shatter!” Infusion preps for ward-breaks. Roleplay respite’s edge: souls share appraised betrayals, harmonizing for hunts.

Jungle Rift-Trails (Normal Area: Standard AC, Beast Packs & Steam-Ruins) Treacherous canopy paths linking islands, gestalt rift-beasts prowl amid alchemical flora and void-ruins, demanding adaptive survival roleplay. Gauntlet humming: “Jungle’s symphony hides soul-fangs.” Defensively, Appraisal Sense maps packs 150 feet (venom currents), +3 AC vs grapples; Unfaltering Lash scatters nests (vulnerable foes). Offensively, Whip scents alphas for 3d8+3d10, appraising hierarchies; Veil disables mechanisms. Command unveils dynamics for kills, chanted: “Your bond crumbles in my prison-steam!” Souls clash instincts with domination.

Deathly Void-Rift Core (AC Zero: Every Attack Hits, Extreme Peril) In abyss-hearts where curses nullify armor—mana storms raging—the conduit anchors will. “Strikes inevitable—souls endure,” you rasp, gem blazing. Defensively, Sense warns horrors, Harmony +3 irrelevant but intuition predicts; Soul Lash imposes disadvantage despite auto-hits, buying mana-saves. Offensively, Whip maximizes hits (3d8+3d10), Oracle pre-reveals kills; Command neutralizes traps. Chant ritually: “In void’s cage, your essence yields!” Roleplay fragments screaming, dominance to bravest—epic stands weave legend.

Perception of Activation:

Sight

  • User’s Perspective: The conduit erupts in a feral psychic symphony. Vo-Run circuits blaze electric blue, racing like lightning across brass veins while fungal grooves pulse angry crimson. The fang-blade extends with a predatory hiss, its venom-green glow merging into steam bursts that coil from crystal nozzles in razor-thin whips. The appraisal gem dominates, flickering pale-blue analytical light clashing with venom-green, projecting ethereal data overlays—soul secrets, rift tears, and hidden energies rendered as glowing runes and spectral chains. Rivets shimmer like river droplets catching starlight, leather straps flexing as jungle flora motifs breathe. A spectral rift-claw silhouette fused with scholarly phantom flickers around the limb, eyes glowing sapphire-red.
  • Observer’s Perspective: A blinding blue-green-crimson flash erupts from the gauntlet-manacle, steam whipping outward in venom-laced tendrils laced with psychic chains. The fang-blade snaps forward, trailing mist that forms holographic beast-jaws and soul-prison bars mid-lash. The air warps—jungle shadows dance across the vapor, circuits projecting feral runes and appraisal glyphs on nearby surfaces.
  • Positives: Allies feel primal courage and psychic clarity surge; enemies recoil from the display; provides instant tactical data via overlays.
  • Negatives: Flash is a 150-ft. beacon—stealth impossible; clashing lights may cause momentary disorientation or attract rift entities.

Sound

  • User’s Perspective: A deep, resonant snap of limb muscle layered with the fang’s venomous hiss, steam’s crystalline roar, and the minion’s psychic scream—like a predator’s breath through brass lungs fused with tortured intellect.
  • Observer’s Perspective: A whip-crack of steam + feral growl + scholarly wail cuts through all noise within 100 ft., echoing like a beast’s challenge laced with interrogation torment.
  • Positives: Intimidates foes; rallies allies; psychic scream reveals secrets mid-activation.
  • Negatives: Reveals position even through walls; minion’s wail is distressing to user and allies.

Smell

  • User’s Perspective: Wild earth after rain, oiled brass, sharp venom-mist, and dry dusty scrolls—like standing in a predator’s den during a storm inside an ancient library on fire.
  • Observer’s Perspective: Those within 20 ft. catch a brief whiff: jungle loam, hot metal, acrid poison, and moldy parchment.
  • Positives: Invigorating for user; trackable by allies.
  • Negatives: Trackable by scent-sensitive creatures; unpleasant and sickly.

Taste

  • User’s Perspective: A psychosomatic burst: metallic venom + jungle sap sweetness + coppery blood + ashen ink bitterness.
  • Observer’s Perspective: Not applicable.
  • Positives/Negatives: Internal only—visceral confirmation but profoundly unpleasant.

Touch

  • User’s Perspective: A warm, feral pulse surges through the limb—brass heating like living bone, leather gripping like beast-hide, steam tingling with venom’s bite, gem ice-cold with psychic whiplash.
  • Observer’s Perspective: Allies in contact feel a brief, electric warmth—like touching a storm-charged predator fused with iron chains.
  • Positives: Empowering; enhances grip; tactile feedback scales with threat intensity.
  • Negatives: Simultaneous burning/freezing painful; can distract in high-stress.

Extra-Sensory Perception 1: Primal Rift Harmony

  • User’s Perspective: The world sharpens—every heartbeat, rift-tear, venom-drop, and soul-secret laid bare. The user knows where to strike, when to lash, when to interrogate, with tier 4 omniscience.
  • Observer’s Perspective: Allies feel synchronized with wild and psychic flows; enemies sense an ancient predator-inquisitor’s gaze. Mind’s Eye users see the wearer’s aura as a coiled rift-beast fused with steamcraft and soul-prison.
  • Positives: +2 initiative; full tactical/secret foresight; advantage vs. all threats.
  • Negatives: Attracts rift entities and psychic predators drawn to primal-psychic resonance.

Extra-Sensory Perception 2: Venom-Steam Captive Bond

  • User’s Perspective: A feral-psychic bond floods the mind—user feels the fang’s hunger, steam’s flow, jungle’s pulse, and minion’s tormented intellect. Doubt vanishes; the limb is the weapon-prison.
  • Observer’s Perspective: The conduit projects a spectral beast-form with soul-chains around the user, venom-mist forming claws and appraisal glyphs. Allies gain +2 to hit; enemies -2 to saves vs. fear/psychic.
  • Positives: Morale boost; psychological disruption; auto-appraisal of restrained targets.
  • Negatives: Overuse risks “domination frenzy” (user attacks/interrogates randomly); minion may compel cruel acts.

Riftlash Inquisitor Fusion Rite

Items Merged:

Additional Materials Needed:

  • 1x Void-Rift Venom Core (distilled from a tier 4 rift-claw’s heart-gland)
  • 1x Dreamtide Inquisitor Sigil (brass plate etched with Lineage 73 domination runes)
  • 1x Psychic Fungal Lattice (grown from Twistspore Lashcap in a soul-warded crucible)
  • 1x Vo-Run Appraisal Crystal (mana-infused shard from Dreampool nexus)
  • 1x Eldertree Soul-Thread (spider-silk soaked in tier 4 avatar blood)
  • 1x Steam-Psychic Catalyst (captured vapor from a rift-mage interrogation chamber)

Tools Required:

  • Dreamtide Riftforge Anvil (steam-heated, void-warded)
  • Psychic Engraving Chisel (Qi-iron tip, minion-resonant)
  • Venom-Steam Infuser (crystal-lined, fungal-sealed)
  • Soul-Binding Hammer (consecrated with inquisitorial oaths)
  • Alchemical Fusion Crucible (brass, warded against psychic backlash)

Skill Requirements:

  • Master Steamcrafter – Expert (to integrate Vo-Run circuits with fungal iron)
  • Master Enchanter – Expert (to fuse hydromantic lash with psychic prison)
  • Master Inquisitor (Forbidden Lore) – Trained (to bind minion without soul-shatter)
  • Master Beastbinder – Skilled (to handle rift-venom and fang essence)
  • Arcana/Mechanics – Expert (to calibrate tier 4 resonance)

Crafting Steps:

  1. Vessel Preparation: Place the Manacle of the Captive Appraiser 771 on the Dreamtide Riftforge Anvil. Use the Psychic Engraving Chisel to carve Vo-Run circuit channels into the fungal grooves, aligning them with the appraisal gem’s facets.
  2. Fang-Nozzle Integration: Extract the Fanglash Vapor Conduit’s fang-blade and primary nozzle assembly. Embed the fang into the manacle’s gem housing using the Soul-Binding Hammer; strike three times under steam pressure to fuse brass to iron.
  3. Venom-Psychic Infusion: Submerge both items in the Alchemical Fusion Crucible with the Void-Rift Venom Core and Psychic Fungal Lattice. Heat with rift-steam for 20 minutes until crimson-blue vapors merge.
  4. Circuit and Thread Binding: Weave the Eldertree Soul-Thread through new circuit paths, securing the Dreamtide Inquisitor Sigil at the wrist. Infuse the Vo-Run Appraisal Crystal into the gem’s core via the Venom-Steam Infuser.
  5. Catalyst Activation: Channel the Steam-Psychic Catalyst through the infuser for 7 breaths; the minion’s scream synchronizes with steam hiss as tier 4 resonance locks.
  6. Final Calibration: Test Riftlash Appraisal Whip in a warded arena; adjust crystal vents until 30-ft. range and 3d8+3d10 damage stabilize.
  7. Soul-Fusion Seal: Perform a 1-minute ritual attunement on the anvil, striking once with the Soul-Binding Hammer as the gem flares blue-red. The Riftlash Appraisal Conduit (Unique Variant 241115384) awakens—fang, steam, and captive mind as one.

Fang-That-Drank-Steam-And-Soul
Being the Tale of Iron-Whip-That-Knew-All-Secrets

In the old-old time when sky had no edge and water walked on land, there was a hunger that had no mouth. It lived in the tear-between-worlds. We call it the Void-That-Eats-Name. It ate the songs of beasts. It ate the dreams of trees. It ate the words of men.

There was one who walked with trunk like river-root and eyes like storm-stone. His name was lost, but the tablets say Khara-Vo-Thul, which means He-Who-Hears-the-Rift-Scream. He carried two things. One was the Fang-That-Breathed-Steam, born of brass and jungle and the beast Vara-Thuul. The other was the Manacle-That-Held-the-Knowing-Spirit, iron black as hate, gem blue as cold thought, chains red as blood-fungus.

Khara-Vo-Thul stood at the edge of the tear. The Void-That-Eats-Name opened wide. It showed teeth of night. It showed tongue of silence. It showed hunger.

Khara-Vo-Thul did not run. He put the Fang-That-Breathed-Steam on one arm. He put the Manacle-That-Held-the-Knowing-Spirit on the other. The brass hissed. The iron hummed. The gem screamed. The fang dripped.

He spoke no word. He breathed one breath. The steam from the fang met the scream from the gem. The venom from the fang met the thought from the spirit. The brass melted into iron. The iron grew green hide. The fang grew into the gem. The gem grew into the fang.

The two things became one thing. The tablets call it the Fang-That-Drank-Steam-And-Soul. It was heavy. It was light. It was whip. It was cage. It was question. It was answer.

Khara-Vo-Thul lifted the new thing. The Void-That-Eats-Name lunged. The fang-whip lashed. Thirty steps far. Steam green with venom. Chains red with silence. The lash hit the hunger. The hunger screamed. The scream had words. The words were secrets. The secrets were names. The names were power.

The Void-That-Eats-Name tried to eat the names. But the gem drank faster. It drank the hunger. It drank the silence. It drank the night. The tear closed. The sky healed. The water walked back to river.

Khara-Vo-Thul walked. He walked through jungle. He walked through city. He walked through sky. The fang-whip tasted the wind. It tasted the lie. When lie came from mouth, the lash spoke. When secret hid in heart, the gem asked.

The people followed. They followed the blue-red glow, the hiss of steam, the crack of chain. They learned to speak truth. They learned to fear the question.

But the tablets end broken. Some say the fang-whip walked away after, becoming the Breath-That-Cut-and-Bound. Some say it sleeps in a cave of green fire and black iron, waiting for another hunger. Some say it was broken by a hand that forgot the balance.

The last line is scratched deep: The thing that drinks steam and soul will drink the hand that holds it, if the hand forgets to feed it truth.

Moral of the Story: A tool that cuts the world and binds the mind will one day cut and bind its master, unless the master remembers that every secret taken leaves a hole, and every hole hungers. True power is not in the fang or the chain or the gem, but in the breath that keeps all three from eating the breather.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition) Riftlash Appraisal Conduit

Type: Mythos Artifact

Description: A heavy brass-and-iron gauntlet-manacle etched with fungal grooves and Vo-Run circuits, featuring a fang-blade nozzle and pulsing appraisal gem that clashes blue analytical light with venom-green steam.

Game Mechanics:

  • Attunement: 1 week study + Hard POW roll (lose 1d6/1d10 Sanity); permanent -10% DEX (Phantom Chains curse).
  • Vapor Appraisal Sense: +30% Spot Hidden (humidity/secrets), +20% Occult/History (appraisal), +20% Initiative.
  • Crystal Harmony Domination: +20% resist poison/psychic; +20% Intimidate (30-yard dread aura).
  • Riftlash Appraisal Whip: 10 MP + 0/1d6 Sanity; 10m ranged (2d8+2d10 poison/psychic damage); reveals 2 secrets on hit.
  • Venom Veil Interrogation: 15 MP + 1/1d8 Sanity; 5m radius mist (-30% enemy attacks/perception 1d6 min); auto-compel restrained targets.
  • Drawbacks: 20% malfunction (d100: 1-10 stall; 11-15 random lash 3d10 damage; 16-20 explosion 4d10 5m radius). Sanity loss 1d8/1d20 daily from minion whispers.

Blades in the Dark, Riftlash Appraisal Conduit

Item Type: Arcane Relic (2 Load, Special)

Description: Brass-iron gauntlet-manacle with fang-nozzle, pulsing gem, and steam vents for venomous psychic lashes.

Game Mechanics:

  • Quality: +2 (Legendary tier 4 relic).
  • Vapor Appraisal Sense: +2d Survey/Study (secrets/humidity), +1d Initiative.
  • Crystal Harmony Domination: +1d Resist (poison/psychic), +2d Command/Intimidate (30-yard dread aura).
  • Riftlash Appraisal Whip: Action; ranged Skirmish/Attune (potent, 2d harm: Venom Lash + Secret Revealed).
  • Venom Veil Interrogation: Action; zone-wide obscuring cloud (+2d Prowl allies, -2d enemy actions 1 clock tick).
  • Uses: 4/score (recharge downtime); 20% glitch (d6: 1-3 stall; 4-5 random lash Level 3 harm; 6 explosion Level 4). XP: Mark when extracting forbidden secrets.

Dungeons & Dragons (2024) Riftlash Appraisal Conduit

Wondrous item, legendary (requires attunement by a non-good creature)

Description: This brass-and-iron gauntlet-manacle fuses fungal grooves with Vo-Run circuits and a fang-nozzle gem, lashing venom-steam chains to appraise and dominate.

Game Mechanics: While attuned:

  • Vapor Appraisal Sense. +4 bonus to Perception (environment/secrets), Initiative; proficiency in History/Arcana if not already.
  • Crystal Harmony Domination. Resistance to poison/psychic; +3 AC vs. grapples/mental; advantage Intimidation (30 ft. aura).
  • Riftlash Appraisal Whip (1/round). 30 ft. ranged spell attack (3d8 poison + 3d10 psychic); reveals 2 properties/secrets.
  • Venom Veil Interrogation (1/short rest). 20 ft. radius cloud (disadvantage enemy attacks/saves/perception 1 min).
  • Unfaltering Soul Lash (Reaction, 2/short rest). Succeed failed save vs. restraint/charm; 4d12 poison/psychic, push 20 ft.
  • Reverberant Captive Command (1/long rest). 12 allies advantage 2 attacks/saves or 5d12 healing; 2 foes DC 20 Wis or restrained/silenced.
  • Curse. Disadvantage Dex saves (phantom chains).

Knave (2nd Edition) Riftlash Appraisal Conduit

Type: Enchanted Relic (1 slot, Worn)

Description: Brass-iron gauntlet-manacle with fang-gem nozzle, crimson-blue circuits for venom-psychic lashes.

Game Mechanics:

  • Attunement: 1 min Wis check DC 15.
  • Vapor Appraisal Sense: +4 Perception/Initiative (humidity/secrets); proficiency History/Arcana.
  • Crystal Harmony Domination: +3 Defense vs poison/psychic/grapples; +4 Intimidate.
  • Riftlash Appraisal Whip (1/round): Ranged 30 ft. (3d8+3d10 poison/psychic); reveals 2 secrets.
  • Venom Veil (2/short rest): 20 ft. cloud (-4 enemy attacks/perception 1 min).
  • Soul Lash (Reaction, 2/short rest): Auto-succeed restraint/charm; 4d12 poison/psychic push 20 ft.
  • Captive Command (1/long rest): 12 allies +4 attacks/saves or 5d12 HP; 2 foes Wis DC 18 or restrained/silenced.
  • Curse: -2 Dex saves. 20% malfunction (d20=1-4 stall; 5-12 random lash 4d10; 13-20 explosion 6d10 20 ft.).

Fate Core System, Riftlash Appraisal Conduit

Type: Legendary Artifact

Description: A brass-and-iron gauntlet-manacle fusing fungal grooves, Vo-Run circuits, and a fang-nozzle gem, lashing venom-steam chains to appraise and dominate souls.

Aspects:

  • “Fang-That-Drank-Steam-And-Soul”
  • “Venomous Psychic Interrogator”
  • “Riftlash Prison of Secrets”
  • “Curse of Phantom Chains”

Skills:

  • Fight: Superb (+5) (venom lashes)
  • Notice: Great (+4) (appraisal sense)
  • Provoke: Great (+4) (domination aura)
  • Lore: Good (+3) (soul secrets)
  • Will: Good (+3) (psychic resistance)

Stunts:

  • Riftlash Appraisal Whip: Once per scene, +2 to Fight attacks with ranged venom-psychic chains (reveals 2 aspects/secrets on success).
  • Venom Veil Interrogation: Create zone-wide “Obscuring Steam Prison” aspect (-4 enemy attacks/Notice, 2 free invokes for you).
  • Unfaltering Soul Lash: Succeed at moderate cost on failed Athletics/Will defense vs. restraint/charm; counter-attack with +2 Fight.
  • Reverberant Captive Command: Once per session, +2 to Provoke rally (advantage allies 2 actions or heal 5 shifts); compel 2 foes.

Stress:

  • Physical: [1] [2] [3] [4] [5]
  • Mental: [1] [2] [3] [4]

Consequences:

  • Mild (2):
  • Moderate (4):
  • Severe (6):

Numenera & Cypher System Rulebook, Riftlash Appraisal Conduit

Level: 1d8+2 Form: Brass-iron gauntlet-manacle with fang-gem nozzle and steam vents Effect: Sense humidity/secrets/rifts (eases Perception/Intellect 2 steps, 150 ft.); resist poison/psychic (asset); +2 assets Intimidate/Dexterity (30 ft. aura). Action: 30 ft. ranged lash (8 damage poison/psychic + entangle/restrain/silence); reveals 2 secrets. Reaction: Auto-succeed mobility/mental hindrance; counter 10 damage push 20 ft. 1/long rest: Rally allies (asset 2 actions or heal 10) + compel 2 foes. Depletion: 1 in 1d12 (passives never deplete)


Pathfinder (2nd Edition Remaster) Riftlash Appraisal Conduit Item 16

Wondrous Item, legendary Usage worn (trunk/arm/forearm gauntlet); Bulk 1

Activate 1 action (command, envision); Frequency once per round; Effect Make a 30-foot ranged Strike (3d8+3d10 poison + psychic damage). On a hit, learn 2 properties/secrets; critical success restrains and silences target (DC 36 Will).

Activate > 2 actions (command, concentrate); Frequency once per 10 minutes; Effect 20-foot emanation steam cloud (DC 36 Reflex; enemies -4 status to attacks/saves/Perception 1 minute); you see through clearly; restrained targets auto-fail 2 Will saves (truthful answers).

Activate [R] reaction; Trigger Fail save vs. restraint/charm/poison; Frequency twice per 10 minutes; Effect Succeed the save; counter Strike 4d12 poison/psychic (push 20 feet, reveal weakness).

Activate 1 action (command); Frequency once per day; Effect 12 allies in 60 feet gain +2 status to 2 attacks/saves or heal 5d12; 2 foes DC 36 Will or restrained/silenced 1 minute (3d10 psychic).

Passive: +4 item bonus Perception/Initiative (environment/secrets), History/Arcana; resistance poison/psychic; +3 item AC vs. grapples/mental; +4 Intimidation. Curse: -2 item penalty Dex saves.

Craft Requirements Supply one casting of legendary command, venomous lash, and 10,000 gp rift-venom alloy


Savage Worlds (Adventure Edition) Riftlash Appraisal Conduit

Type: Legendary Relic Rarity: Legendary Cost: 15,000

Description: Brass-iron gauntlet-manacle channeling venom-steam psychic lashes and soul-appraisals.

Powers:

  • Vapor Appraisal Sense: +3 Notice/Initiative (environment/secrets); +3 Smarts (appraisal).
  • Crystal Harmony Domination: +3 Toughness vs. poison/psychic; +3 Intimidation (30 yd. aura: allies +1 Fear saves, foes -2).
  • Riftlash Appraisal Whip (1/round): Ranged attack (Str+d10 +2d10 poison/psychic, range 12/24/48); reveals 2 secrets.
  • Venom Veil Interrogation (2 PPE): 20 yd. MBT cloud (-4 attacks/Notice enemies, 1 min).
  • Unfaltering Soul Lash (Reaction, 3 PPE): Auto-negate restraint/charm/poison; counter Str+d12 poison/psychic (push 20 yd.).
  • Reverberant Captive Command (1/session): 12 allies +2 attacks/saves or heal 5d10; 2 foes Spirit vs. arcane skill or restrained/silenced (3d12 psychic). Drawback: -2 Agility (phantom chains); 20% malfunction (d20: 1-8 stall; 9-15 random lash 4d10; 16-20 explosion 6d10 MBT).

Shadowrun, Sixth World (6th Edition) Riftlash Appraisal Conduit

Item Type: Adept Focus (Rating 6), Cyberware Augmentation (Arm/Forearm) Availability: 24F Cost: 450,000¥ Essence: 0.8

Description: A brass-and-iron gauntlet-manacle fusing fungal grooves, Vo-Run circuits, and fang-nozzle gem, lashing venom-steam psychic chains to appraise and dominate.

Game Mechanics:

  • Bonding: 2 hour ritual (Arcana + Magic [8]); +3 dice Perception (environment/secrets), Initiative.
  • Vapor Appraisal Sense: +3 dice Tracking/Assensing (humidity/secrets 150m); reveals 2 properties/weaknesses.
  • Crystal Harmony Domination: +3 Armor vs. poison/psychic; +4 dice Intimidation (30m dread aura: allies +2 vs. fear, foes -3).
  • Riftlash Appraisal Whip (1/round): Complex Action; ranged attack (DV 9P + 4P poison/psychic, AP -4, range 10/20/40); restrain/silence on glitch.
  • Venom Veil Interrogation: Complex Action (5 Karma prep); 10m radius cloud (-4 dice enemy attacks/perception/saves 1 min); auto-compel restrained (Willpower + Logic [8]).
  • Drawback: -2 dice Agility (phantom chains); 20% glitch (d6: 1-3 stall; 4-5 random lash DV 10P; 6 explosion DV 12P 10m).

Starfinder (Second Edition) Riftlash Appraisal Conduit Item 18

Hybrid Item, legendary Usage worn (trunk/arm/forearm); Bulk 1

Activate 1 action (command, envision); Frequency once per round; Effect 30-foot ranged Strike (3d8+3d10 poison + psychic); learn 2 properties/secrets; critical success restrains/silences (DC 40 Will).

Activate > 2 actions (command, concentrate); Frequency once per 10 minutes; Effect 20-foot emanation steam (Reflex DC 40; enemies -4 status attacks/saves/Perception 1 min); see through; restrained auto-fail 2 Will (answers).

Activate [R] reaction; Trigger Fail save vs. restraint/charm/poison; Frequency twice per 10 minutes; Effect Succeed; counter Strike 4d12 poison/psychic (push 20 ft., weakness).

Activate 1 action (command); Frequency once per day; Effect 12 allies 60 ft. +3 status 2 attacks/saves or heal 5d12; 2 foes DC 40 Will or restrained/silenced 1 min (3d10 psychic).

Passive: +4 insight Perception/Initiative (secrets/environment), Society/Mysticism; resistance poison/psychic; +3 circumstance AC grapples/mental; +4 Intimidation. Curse: -2 Dex saves.

Craft Requirements Supply one legendary command, venomous lash, 20,000 gp rift-alloy


Traveller (Mongoose 2nd Edition Update 2022) Riftlash Appraisal Conduit

Tech Level: 15 (Psionic Relic) Mass: 2 kg Cost: Cr 2,500,000

Description: Brass-iron gauntlet-manacle with fang-gem nozzle, circuits for venom-psychic lashes.

Game Mechanics:

  • Attunement: 30 min Psi meditation (Psi DM+4).
  • Vapor Appraisal Sense: +4 DM Recon/Survival/Investigate (secrets/humidity 150m); +3 DM Initiative.
  • Crystal Harmony Domination: +3 END vs poison/psychic; +4 DM Persuade/Intimidate (30m aura).
  • Riftlash Appraisal Whip (1/round): Ranged (4D+3D poison/psychic, range 10/20/40); reveals 2 secrets.
  • Venom Veil (2/short rest): 10m radius mist (-4 DM enemy attacks/Recon 10 min).
  • Soul Lash (Reaction, 2/short rest): Auto-succeed restraint/charm; counter 5D poison/psychic (push 20m).
  • Captive Command (1/long rest): 12 allies +4 DM 2 attacks/saves or heal 5D; 2 foes END DC 14 or restrained/silenced.
  • Depletion: 1 in 1d6 extended use; 20% malfunction (d10: 1-4 stall; 5-8 random 5D; 9-10 explosion 7D 10m).

Warhammer Fantasy Roleplay (4th Edition) Riftlash Appraisal Conduit

Item Type: Magical Relic (Cursed, Corrupted) Encumbrance: 1 Availability: Unique Value: 1,500 Gold Crowns Corruption: 4 (Major)

Description: Brass-iron gauntlet-manacle fusing fungal grooves, Vo-Run circuits, fang-gem for venom-psychic lashes.

Game Mechanics:

  • Talisman Test: WP Hard (-20) attune (1 min).
  • Vapor Appraisal Sense: +30 Perception/Initiate (environment/secrets); Loremaster (History/Arcana).
  • Crystal Harmony Domination: +20 TB vs poison/psychic; +20 Intimidate (10 yd. aura: allies +20 WP vs fear, foes -20).
  • Riftlash Whip (1/round): Melee/Ranged (Reach 4) +3D10+3D10 poison/psychic; reveals 2 secrets.
  • Venom Veil (2/session): Small template mist (-40 WS/BS enemies 1d10 min).
  • Soul Lash (Reaction, 2/session): Auto-pass restraint/charm; counter 5D10 poison/psychic (push 8 yd.).
  • Captive Command (1/day): 12 allies +30 next 2 attacks/saves or heal 5W; 2 foes WP vs WP or restrained/silenced (4D10 psychic).
  • Curse: -20 Agility; 20% Miscast (d100: 1-10 stall; 11-15 random lash 5D10; 16-20 explosion 7D10 Small, +2 Corruption).